Rogue
Base Class: Rogue

Sealsteppers are masters of arcane geometry, carving teleportation seals into creatures and objects to bend distance to their will. To a Sealstepper, the battlefield is not a space to cross but a pattern to navigate. With sudden arrivals, impossible angles, and flowing repositioning, they strike where enemies least expect and vanish before reprisal.

Sealsteppers thrive on momentum and precision. Each seal marks a promise of movement, each teleport a calculated step in a lethal equation.

Level 3: Sealcraft

You learn to inscribe arcane seals that anchor space to your will and allow you to bend distance between them. You can maintain a number of active Seals equal to twice your Proficiency Bonus.

Seal Save DC. Some of your Sealstepper features require creatures to make saving throws. The saving throw DC equals 8 + your proficiency bonus + your Dexterity. If you are unseen by the creature it rolls at disadvantage.

When a creature fails a saving throw against one of your Seals by 5 or more, you can immediately move up to 10 feet without provoking opportunity attacks.

Place Seal. As a Bonus Action, you can touch a creature or object and inscribe a Seal upon it. If placing a Seal would exceed your maximum number of Seals, you can choose one of your existing Seals to dissipate. An unwilling creature must succeed on an Intelligence saving throw against your Seal Save DC or receive the Seal.

When you place a Seal, you inscribe a small arcane glyph representing your personal sealcraft. The mark may appear as a glowing sigil, etched rune, branded symbol, or geometric pattern, and it remains visible unless you choose to hide it as part of the placement.

A Seal lasts for 1 hour, and a creature can have only one of your Seals at a time. You always know whether your Seals still exist and the distance between you and each of them, though not their direction. A Seal can be removed only by Dispel Magic or if the marked creature dies or the marked object is destroyed.

Seal Step. As a Bonus Action, you teleport to an unoccupied space within 5 feet of one of your Seals within 30 feet. You may bring one willing creature size large or smaller within 5 feet of you when you teleport. If the destination space is occupied, you instead appear in the nearest unoccupied space. If you attempt to teleport with an unwilling creature, it must succeed on a Constitution saving throw against your Seal Save DC. On a success, the creature remains where it is, and on a failure it teleports with you.

You can use Seal Step a number of times equal to Twice your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Your teleportation improves as you gain levels in this class. At 9th level, the range increases to 60 feet, and your seals duration increases to 8 hours. At 13th level, the range increases to 90 feet, and your seals duration increases to 24 hours. At 17th level, the range increases to 120 feet, and your seals duration increases to 7 days.

Level 3: Sealed Strike

You weave teleportation directly into your fighting style.

Spatial Surge. At the start of your first turn of each combat, you can teleport up to 15 feet to an unoccupied space you can see. This teleportation does not expend a use of Seal Step.
If you teleport in this way, you can immediately place a Seal on one creature, object, or surface within 5 feet of your destination without using an action.

Seal Step: Strike. When you take the Attack action, you can teleport to an unoccupied space within 5 feet of a creature bearing one of your Seals within range and make one melee weapon attack against it as part of the same action.

If the attack hits, it deals additional force damage equal to a number of d6s equal to your Proficiency Bonus. You may apply Sneak Attack rules to the attack.
Whether the attack hits or misses, the glyph on the target is consumed. 
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Short Rest or Long Rest.

Seal Step: Strike: Second Step. At 9th level, Immediately after using Seal Step: Strike, you may teleport to another Seal within range as part of the same action.

Seal Step: Strike: Third Step. At 13th level, After teleporting to the second seal, you may make one weapon attack against a different creature within 5 feet of that seal. This attack cannot benefit from Sneak Attack.

Initiative Bonus. When you roll Initiative, you can add your Intelligence modifier to the roll.

Level 9: Reciprocal Seal Step

As a bonus action, you may magically swap positions with a willing creature or object bearing one of your seals within range.

You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. 

Level 13: Conscious Spatial Awareness

Your awareness of sealed space becomes instinctive, allowing you to perceive the subtle distortions created by creatures and objects moving through it.

You are aware of the location of any hidden or Invisible creature within 30 feet of you. This awareness reveals only a creature's location, not its appearance or identity.
In addition, you know the direction, distance, and relative elevation of each of your Seals on the same plane of existence with pinpoint accuracy. You know whether the area surrounding a Seal is hazardous, whether magical effects would prevent your teleportation to it, and whether a creature or object bearing one of your Seals leaves the plane of existence.

Seal Step: Mirage.  Attack rolls made against you by creatures bearing one of your Seals are made with disadvantage.
Whenever a creature bearing one of your Seals misses you with an attack, you can immediately teleport to an unoccupied space within 5 feet of one of your Seals within range. This movement does not require an action and does not provoke opportunity attack.

Level 17: Flawless Arrival

Your teleportation becomes perfectly aligned with the battlefield. Once per turn, when you teleport to one of your Seals, you can adjust your position by a number of feet equal to 10 + your Intelligence modifier.

Until the end of your turn, your movement ignores difficult terrain, and you have advantage on the first attack roll you make after teleporting.

You can benefit from this feature once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2026 2:21:02 AM
78
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes